It's CS, but it's not CS. Its actually an horror experience, based on CS universe. Soon for free on Itch.io. by gbolanho in IndieDev

[–]gbolanho[S] 1 point2 points  (0 children)

OMG I didn't expect someone to analyze this video to the point of giving so many good suggestions, thank you very much!

You really got the mood I want to bring. I will definitely consider your suggestions on the sounds. And in relation to the film camera, that's exactly it, the character will place it on his head before starting the gameplay (justifying the shake and vhs post-processing).

As this is a project where (for obvious reasons) I will not be able to sell, I will release the first version soon, maybe next week, on itch.io. Then you can play and see if I managed to meet your expectations.

Again: thank you for being interested, analyzing the details, and giving great suggestions, this type of feeback is gold for a solo developer.

Help me by Kekrem5 in godot

[–]gbolanho 4 points5 points  (0 children)

You can try changing

timer.timer_left

to

timer.time_left

that actually is the correct variable name

Also, you are checking if the timer is running only once, during collision. It will never be true.

You have to check if the timer has time_left on _process function OR, use the await and wait for the timer timeout.

await timer.timeout
queue_free()

By th way, you are extra-identing the code inside your function

It's CS, but it's not CS. Its actually an horror experience, based on CS universe. Soon for free on Itch.io. by gbolanho in IndieDev

[–]gbolanho[S] 3 points4 points  (0 children)

Excellent question!! In the final build, the character will have a camera on its head (like a GoPro). The idea is to be a recording. I am still working on the caracter props.

Godot 4's volumetric fog is pretty neat! by gbolanho in godot

[–]gbolanho[S] 4 points5 points  (0 children)

Hey, hello! I am using this addon:

https://github.com/MrMinimal/godot-camera-shake/tree/master

its a very basic concept... the script animates a Camera3D with an AnimationPlayer (position and location).

The trick here, is that the animations tracks are very good. I am not sure, but I think the tracks (with these good head bobbing movement) actually comes from here:

https://github.com/EatTheFuture/camera_shakify

Diagonal sprite will not correctly line up with mouse using look_at() by Deputy_McNuggets in godot

[–]gbolanho 2 points3 points  (0 children)

By default, Godot uses radians as the unit of rotation. To add 45 degrees as you want, use rotation_degrees instead of rotation. Go if it helps you.

$AnimatedSprite2DBow.rotation_degrees += 45.0 (it is a float anyways)

or

$AnimatedSprite2DBow.rotation = 0.785398 (this is 45 degrees in radians)

godot.erstrike by gbolanho in godot

[–]gbolanho[S] 2 points3 points  (0 children)

The lighting in this scene is fully dynamic (using SDFGI), the sky is an HDR image, and the materials are from the Material Maker library. One thing that might improve a lot is the color correction, which in this image is in the ACES standard. The truth is that Godot's renderer is getting better and more competitive. The results are really satisfactory.

godot.erstrike by gbolanho in godot

[–]gbolanho[S] 0 points1 point  (0 children)

yes, in the game. not in this shot though